Merge pull request #3082 from aws-lumberyard-dev/MultiplayerForwardDeclControllerErrorFix
Fix Multiplayer AutoComponent Delete Incomplete Type Compile Error
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@@ -1850,7 +1850,7 @@ namespace AZ
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* {
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* // do any conversion of caching of the "data" here and forward this to behavior (often the reason for this is that you can't pass everything to behavior
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* // plus behavior can't really handle all constructs pointer to pointer, rvalues, etc. as they don't make sense for most script environments
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* int result = 0; // set the default value for your result if the behavior if there is no implmentation
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* int result = 0; // set the default value for your result if the behavior if there is no implementation
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* // The AZ_EBUS_BEHAVIOR_BINDER defines FN_EventName for each index. You can also cache it yourself (but it's slower), static int cacheIndex = GetFunctionIndex("OnEvent1"); and use that .
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* CallResult(result, FN_OnEvent1, data); // forward to the binding (there can be none, this is why we need to always have properly set result, when there is one)
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* return result; // return the result like you will in any normal EBus even with result
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@@ -445,8 +445,8 @@ namespace {{ Component.attrib['Namespace'] }}
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static AZStd::unique_ptr<Multiplayer::IMultiplayerComponentInput> AllocateComponentInput();
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{{ ComponentBaseName }}() = default;
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~{{ ComponentBaseName }}() override = default;
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{{ ComponentBaseName }}();
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~{{ ComponentBaseName }}() override;
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void Init() override;
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void Activate() override;
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@@ -1490,6 +1490,10 @@ namespace {{ Component.attrib['Namespace'] }}
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{% endif %}
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}
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{{ ComponentBaseName }}::{{ ComponentBaseName }}() = default;
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{{ ComponentBaseName }}::~{{ ComponentBaseName }}() = default;
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void {{ ComponentBaseName }}::Init()
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{
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if (m_netBindComponent == nullptr)
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